Road Hogs

Ninja mutant creatures unite. Here's the place to do it.

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Yendor
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Joined: Sun Jul 18, 2004 7:23 pm

Road Hogs

Unread post by Yendor »

Has anyone figured out how to turn the Road Hog background table into something akin to the new AtB Background, education & Skills?
Yendor
Dungeon Crawler
Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Roadhogs

Unread post by Yendor »

macksting wrote:Unless somebody else can come up with a better formula, I'll start converting them over. The best thing I can recommend is comparing those classes with old TMNT books that were post-1989 or so.
Note these would be house rules...


That would work, I appreciate it. I looked at the new AtB Education, Background & Skills, flipped back to the old Road Hogs book, and hit a creative brick wall <chuckle>
Yendor
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Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Road Hog Conversion (trial)

Unread post by Yendor »

I updated these, but left off the flavor text, etc., so you have to buy road hogs for that :)

01-15 Mechanics.
Apprenticeship: Armorer, Artisan, Mechanic, Weaponsmith
Primary Skills: Automobile Mechanics at 5th level and increases by +10% per level, Basic Math, Land Navigation, Pilot Automobile/Car, and one other Pilot Skill of choice, two skills from Domestic (usually General Repair is one), two from Scientific & Scholastic (usually Antiquarian, Mechanical Engineering, Advanced Math), two from Technical (excluding computer skills), one Ancient W.P. and one Modern W.P. (excluding energy weapons).
Secondary Skills: Select eight.
Special Bonuses: +1 I.Q., +1 P.P., +1 P.E.
Money: Whatever is left over from buying equipment.
Equipment: 3D6x100 bucks worth, plus $12,000 as a vehicle budget.
Relatives & Connections:
16-25 Bikers.
Apprenticeship: None.
Primary Skills: Pilot Automobile/Car, Pilot Truck, Pilot Motorcycle (the latter equal to 4th level), Land Navigation, Wilderness Survival, 4 Weapon Proficiencies.
Secondary Skills: Select four.
Special Bonuses: +5 BIO-E, +10 S.D.C., +1 P.E., +2 Spd.
Money: Whatever is left over from buying equipment.
Equipment: 2D6x100 bucks for equipment, plus $6,000 for a vehicle budget.
Relatives & Connections:
26-35 Pilot.
Apprenticeship: Armorer, Electrician, Mechanic.
Primary Skills: Literacy, Basic Math, Air-to-Air Combat (starts at 3rd level proficiency), Pilot Airplane, Helicopter or Jet (pick one), plus Navigation, Read Sensory Equipment and Vehicle Weapon Systems, Aircraft Mechanics, Radio-Basic, 3 Military of choice (usually Intelligence, Parachuting, Wilderness Survival), and a total of three from Scientific & Scholastic, Technical and Modern W.P. (three from one category or a combination of all three).
Secondary Skills: Select six.
Special Bonuses: +5 BIO-E, +5 S.D.C., +2 P.P., +2 Spd.
Money: Whatever is leftover from buying equipment.
Equipment: 3D6x100 bucks in gear, plus a vehicle budget of $2 million.
Relatives & Connections:
36-45 Troopers.
Apprenticeship: Armorer, Mechanic or Weaponsmith.
Primary Skills: Literacy, Basic Math, Sign Language, Pilot Automobile, Truck or Motorcycle which starts at 5th level proficiency, Hand to Hand-Expert (can upgrade to martial arts for one skill), 3 W.P., one Military of choice, Military Etiquette (if used), 2 Physical of choice.
Secondary Skills: Select six.
Special Bonuses: +1 M.E., +1 P.P., +4 Spd, +10 S.D.C., +2 to disarm & pull punch.
Money: Whatever is leftover from buying equipment.
Equipment: 3D6x100 bucks in gear, plus a vehicle budget of $10,000.
Relatives & Connections: In addition to having a close-knit family, the character is part of the CRP. While the character can call on any member of the brotherhood for help, the character also feels obligated to help when one of the brotherhood is in trouble.
46-55 Feral Mutant Animals.
Apprenticeship: None.
Primary Skills: Wilderness Survival, Climbing, Escape Artist, Hand to Hand-Basic, Prowl, Tracking, Hunting, plus 2 W.P.
Secondary Skills: Select 3.
Special Bonuses: +15 BIO-E, +20 S.D.C., +3 P.S., +1 P.P., +2 P.E., +1 initiative.
Money: 200 bucks.
Equipment: Basic clothing and wilderness survival equipment, including a decent knife, axe, and primary weapon (usually a bolt-action rifle).
Relatives & Connections: 10% chance of running into a familiar feral buddy for every day of wandering and exploring. No known family.
56-75 Ninja.
Apprenticeship: None.
Primary Skills: Literacy, Sign Language, Farming & Gardening, Wilderness Survival, Tracking, Acrobatics, Climbing, Prowl, Fencing, Hand to Hand-Ninjitsu, 3 Military, 3 Ancient W.P.
Secondary Skills: Select 10.
Special Bonuses: +1 M.E., +1 P.P., +1 Spd.
Money: None.
Equipment: A high quality traditional weapon (or pair of weapons) and 250 bucks in equipment.
Relatives & Connections:
76-85 Truckers.
Apprenticeship: Artisan, Electrician, Mechanic, Teamster or Merchant.
Primary Skills: Basic Math, Pilot Truck (at 4th level), Automobile Mechanics (2nd level), Land Navigation, 2 Domestic, 1 Physical, 1 Rogue, 1 Scientific & Scholastic, 1 Technical, 1 Modern W.P.
Secondary Skills: Select 6.
Special Bonuses: +1 M.E., +10 S.D.C., +2 P.E.
Money: Whatever is leftover from buying equipment.
Equipment: 2D6x100 in equipment, and $15,000 for a vehicle budget.
Relatives & Connections:
86-95 Highway Engineers.
Apprenticeship: Artisan, Farrier, Teamster.
Primary Skills: Highway Design & Engineering (40%+5% per level; ability to construct or repair roads, bridges and tunnels), Surface Materials Technology (30%+5%; knowledge of concrete, tar and gravel construction), Demolitions, Mechanical Engineer, Basic Math, Literacy, Construction & Farming Equipment, Pilot Automobile, Pilot Truck, 2 Military, and 4 of choice from Domestic, Physical, Scientific & Scholastic and Technical, all with a +10% bonus (where applicable).
Secondary Skills: Select four.
Special Bonuses: +2 I.Q., +1 P.E., +5 S.D.C.
Money: Whatever is leftover from buying equipment.
Equipment: 4D6x100 in equipment, and $8,000 as a vehicle budget.
Relatives & Connections:
96-00 Natural Mechanical Genius.
Apprenticeship: Artisan, Farrier, Healer, Mariner, Teamster, Merchant.
Primary Skills: Basic Math, Literacy, Land Navigation, two Weapon Proficiencies (excluding energy), and a total of four from Domestic, Military, Physical, Pilot (excluding repair skills), Rogue, Scientific and Technical.
Secondary Skills: Select four.
Special Bonuses: +5 M.E., and the psionic power Natural Mechanical Genius (at no BIO-E cost).
Money: Whatever is leftover from buying equipment.
Equipment: $20 to $120 (2D6x$10) in equipment, and $2,000 vehicle expense.
Relatives & Connections:
Yendor
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Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Road Hogs Conversion Prob though

Unread post by Yendor »

The "Relatives & Connections" I couldn't think of much beyond what I had posted, and most of the bonuses are modified from the AtB Book.
Yendor
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Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Unread post by Yendor »

High School, College and Military skills I treat as if the person had a High School or College education, meaning you can only pick (High School for example) X selection of skills.

And yes, I believe they are compatible with the new AtB. They're set up exactly like the backgrounds in the new AtB. I converted them from the original Road Hogs to the new AtB system.[/quote]
Yendor
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Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Unread post by Yendor »

Ok, to clarify the 'X', if you get 3 High School Skills (where X=3, 3=X, etc.), according to HU2 (the newest one) and it's rule on High School Education, you would be able to pick from Domestic, Physical, Rogue, Technical or W.P. Ancient.
Yendor
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Posts: 297
Joined: Sun Jul 18, 2004 7:23 pm

Unread post by Yendor »

Oops, forgot to mention the College & Military Skills. College, treat it appropriate (if the character/player meets the requirements, I'd see nothing wrong with them taking Medical Doctor), and Military you can select from either/both of Espionage & Military categories.
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